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zuff

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Everything posted by zuff

  1. Anyone else having an animation problem with dedicated servers? My hostage is in the stance of holding the gun and did not transition into the hands behind the back stance.
  2. zuff

    FHQ TaskTracker

    Yah, test unit is a bluffor rifleman.
  3. zuff

    FHQ TaskTracker

    Oh my. I really hope that's the problem, I feel really stupid now. :P thanks ill try when I get home. EDIT: Got it to work with this: [ player, [ format ["%1%2", _taskType, _taskNum], format ["%1 Target %2", _taskType, _taskNum], format ["%1 %2", _taskType, _taskNum], format ["%1", _taskType], getMarkerPos _markerNum ] ] call FHQ_TT_addTasks; I also think "west" instead of "player" wasn't working for some reason, this is being called across all clients in the server.
  4. zuff

    FHQ TaskTracker

    I'm at work but it was a "missing bracket" scripterror. Are you sure I'm writing the formats correctly? Should they be enclosed in brackets themselves? Or quotes? Like this? [ west, [ "format ["%1%2", _taskType, _taskNum]", "format ["%1 Target %2", _taskType, _taskNum]", "format ["%1 %2", _taskType, _taskNum]", "format ["%1", _taskType]", getMarkerPos _markerNum ] ] call FHQ_TT_addTask;
  5. zuff

    FHQ TaskTracker

    No you're looking at the wrong post, that's with the extra bracket he added, my first post, above that, my code originally looks like this when properly formatted: [ west, [ format ["%1%2", _taskType, _taskNum], format ["%1 Target %2", _taskType, _taskNum], format ["%1 %2", _taskType, _taskNum], format ["%1", _taskType], getMarkerPos _markerNum ] ] call FHQ_TT_addTask; I have the right amount of brackets. Still got the error.
  6. zuff

    FHQ TaskTracker

    Ah doh! Thanks mate, great script. Edit nvm, look at the end of the getMarkerPos line, there's that last bracket. Is there a special way to do brackets inside of brackets?
  7. zuff

    FHQ TaskTracker

    Varanon, how would I write this correctly? [ west, [format ["%1%2", _taskType, _taskNum], format ["%1 Target %2", _taskType, _taskNum], format ["%1 %2", _taskType, _taskNum], format ["%1", _taskType], getMarkerPos _markerNum] ] call FHQ_TT_addTask; I'm not sure how to implement "format" into the code, keep getting missing bracket errors.
  8. This is exactly the tool I was looking for! Thank you so much for developing this and saving me a ton of headaches!
  9. https://dl.dropbox.com/u/1125473/wit_loading.png (555 kB)
  10. I've put together this mission, here: https://github.com/zuffdaddy/dynalamp/tree/master/DYNALAMP-WIP.Stratis And I'm having major locality issues with tasks and unit creation. The main troublemaker is "tasks.sqf" in "scripts/tasks/" I have no clue what to do when it comes to what i need to send to the clients and what needs to stay on the server. I know random numbers should be server side, but how do I get them back to the client? init.sqf: enableSaving [false, false]; waitUntil { !isNull player }; // Wait for player to initialize sleep 1; //Ammo Box Scripts _null = player execVM "scripts\ammo_boxes\weapon_box.sqf"; _null = player execVM "scripts\ammo_boxes\backpack_box.sqf"; _null = player execVM "scripts\ammo_boxes\item_box.sqf"; //MHQ Scripts _null = player execVM "scripts\mhq\mhq_marker.sqf"; // Compile scripts getLoadout = compile preprocessFileLineNumbers 'scripts\fnc_get_loadout.sqf'; setLoadout = compile preprocessFileLineNumbers 'scripts\fnc_set_loadout.sqf'; //Changeroom Script call compile preprocessFileLineNumbers "dsl_gear_get_lists.sqf"; //Mission Maker Teleport Function // use // to comment out [] execVM "MissionEditing\missionEditing.sqf"; to deactive the use of the hide/unhide features and teleport before releasing the map. [] execVM "scripts\MissionEditing\missionEditing.sqf"; //TPWCAS AI Suppression null = [3] execvm "scripts\tpwcas\tpwcas_script_init.sqf"; // Save default loadout loadout = [player] call getLoadout; // Load saved loadout on respawn player addEventHandler ["Respawn", { [player,loadout] spawn setLoadout; } ]; //Create Tasks //[(paramsarray select 2),(paramsArray select 3), (paramsArray select 4), (paramsArray select 5), (paramsArray select 6),(paramsArray select 7),(paramsArray select 8)] execVM "scripts\tasks\tasks.sqf"; [] execVM "scripts\tasks\tasks.sqf"; //Clean Dead Body Script [] execVM "scripts\clearCorpses.sqf"; tasks.sqf: //if (!isServer) exitwith {}; // NOTE: in multiplayer, only server should create random numbers. timeSkip = (paramsArray select 0); // True or False for timeSkip tasksToComplete = (paramsArray select 1); // Set amount of Tasks to Complete to win mission here unitsMin = (paramsArray select 2); // Set min amount of units here unitsMax = (paramsArray select 3); // Set max amount of units here unitsLeft = (paramsArray select 4); // Units that can be left at objective before being considered completed vehOn = (paramsArray select 5); // True or False for Enemy Vehicles vehCount = (paramsArray select 6); // How many vehicles you'd like at each objective //hint format['timeSkip is %1,tasksToComplete is %2, unitsMin is %3, unitsMax is %4, unitsLeft is %5, vehOn is %6, vehCount is %7',timeSkip, tasksToComplete, unitsMin, unitsMax,unitsLeft, vehOn, vehCount]; //sleep 20; SideHQ = createCenter east; taskscompletedcount = 0; firstmark = false; secondmark = false; thirdmark = false; fourthmark = false; fifthmark = false; sixthmark = false; sevenththmark = false; locationPicked = false; taskNumber = 1; firsttask = false; m1 = 0; timeSkipped= 0; // Pick Location /////////////////////////////////////////////////////////////////////// while {taskscompletedcount < tasksToComplete} do { if (isServer) then { //n1 = round ((random tasksToComplete) + 0.5); // generates random number if (timeSkip == 1) then { timeSkipped = round ((random 6) + 6);// generates random number from 6-12 publicVariable "timeSkipped"; }; }; hint format['timeSkipped is %1', timeSkipped]; if (!firsttask) then { firsttask = true; newgroup = createGroup east; newTask = player createSimpleTask [format ["Assault Units %1", taskNumber]]; skipTime (timeSkipped); while {!locationPicked} do { if (isServer) then { m1 = round ((random 6) + 1); publicVariable "m1"; }; if (m1 == 1 && !firstmark) then { locationPicked = true; publicVariable "locationPicked"; newTask setSimpleTaskDestination (getMarkerPos "m1"); publicVariable "newTask"; createUnits = ["m1","airfield", unitsMin, unitsMax, vehOn, vehCount] execVM "scripts\tasks\createUnits.sqf"; sleep 5; firstmark = true; secondmark = false; thirdmark = false; fourthmark = false; fifthmark = false; sixthmark = false; sevenththmark = false; }; if (m1 == 2 && !secondmark) then { locationPicked = true; publicVariable "locationPicked"; newTask setSimpleTaskDestination (getMarkerPos "m2"); publicVariable "newTask"; createUnits = ["m2","agia", unitsMin, unitsMax, vehOn, vehCount] execVM "scripts\tasks\createUnits.sqf"; sleep 5; firstmark = false; secondmark = true; thirdmark = false; fourthmark = false; fifthmark = false; sixthmark = false; sevenththmark = false; }; if (m1 == 3 && !thirdmark) then { locationPicked = true; publicVariable "locationPicked"; newTask setSimpleTaskDestination (getMarkerPos "m3"); publicVariable "newTask"; createUnits = ["m3","kamino", unitsMin, unitsMax, vehOn, vehCount] execVM "scripts\tasks\createUnits.sqf"; sleep 5; firstmark = false; secondmark = false; thirdmark = true; fourthmark = false; fifthmark = false; sixthmark = false; sevenththmark = false; }; if (m1 == 4 && !fourthmark) then { locationPicked = true; publicVariable "locationPicked"; newTask setSimpleTaskDestination (getMarkerPos "m4"); publicVariable "newTask"; createUnits = ["m4","mike26", unitsMin, unitsMax, vehOn, vehCount] execVM "scripts\tasks\createUnits.sqf"; sleep 5; firstmark = false; secondmark = false; thirdmark = false; fourthmark = true; fifthmark = false; sixthmark = false; sevenththmark = false; }; if (m1 == 5 && !fifthmark) then { locationPicked = true; publicVariable "locationPicked"; newTask setSimpleTaskDestination (getMarkerPos "m5"); publicVariable "newTask"; createUnits = ["m5","maxwell", unitsMin, unitsMax, vehOn, vehCount] execVM "scripts\tasks\createUnits.sqf"; sleep 5; firstmark = false; secondmark = false; thirdmark = false; fourthmark = false; fifthmark = true; sixthmark = false; sevenththmark = false; }; if (m1 == 6 && !sixthmark) then { locationPicked = true; publicVariable "locationPicked"; newTask setSimpleTaskDestination (getMarkerPos "m6"); publicVariable "newTask"; createUnits = ["m6","tempest", unitsMin, unitsMax, vehOn, vehCount] execVM "scripts\tasks\createUnits.sqf"; sleep 5; firstmark = false; secondmark = false; thirdmark = false; fourthmark = false; fifthmark = false; sixthmark = true; sevenththmark = false; }; if (m1 == 7 && !seventhmark) then { locationPicked = true; publicVariable "locationPicked"; newTask setSimpleTaskDestination (getMarkerPos "m7"); publicVariable "newTask"; createUnits = ["m7","girna", unitsMin, unitsMax, vehOn, vehCount] execVM "scripts\tasks\createUnits.sqf"; sleep 5; firstmark = false; secondmark = false; thirdmark = false; fourthmark = false; fifthmark = false; sixthmark = false; sevenththmark = true; }; }; locationPicked = false; publicVariable "locationPicked"; newTask setTaskState "Assigned"; publicVariable "newTask"; player setCurrentTask newTask; waitUntil {({alive _x} count units newgroup) == 0 || ({alive _x} count units newgroup) <= unitsLeft}; deleteGroup newgroup; newTask setTaskState "Succeeded"; publicVariable "newTask"; hint format["Objective %1 Complete",taskNumber]; taskNumber = taskNumber + 1; publicVariable "taskNumber"; taskscompletedcount = taskscompletedcount + 1; publicVariable "taskscompletedcount"; firsttask = false; publicVariable "firsttask"; sleep 5; }; }; hint "All done"; createUnits.sqf: //if (!isServer) exitwith {}; // NOTE: in multiplayer, only server should create random numbers. //hint 'CreateUnits is Working'; _marker = _this select 0; _patrolMarker = _this select 1; _unitsMin = _this select 2; _unitsMax = _this select 3; _vehOn = _this select 4; _vehCount = _this select 5; _unitsDif = 0; _unitsDif = (_unitsMax - _unitsMin); _unitsTotal = 0; if (isServer) then { _unitsTotal = round ((random _unitsDif) + unitsMin); publicVariable "_unitsTotal"; }; //hint format["Units Total is %1", _unitsTotal]; //hint format["Vehicles are %1", _vehOn]; _counter = 0; _vehCounter = 0; while {_counter < _unitsTotal} do { "O_Soldier_F" createUnit [getMarkerPos _marker, newgroup, "nul =[this, _patrolMarker, ""random"",""nofollow"",""showmarker""] execvm ""scripts\ups.sqf"""]; if (_vehOn == 1) then { while {_vehCount > _vehCounter} do { _dist = random 45;// this chooses a random distance from 0-45 _dir = random 360;// this selects a random direction from 360 degrees rotation _pos = getMarkerPos _marker; if (isServer) then { _positions = [(_pos select 0) + (sin _dir) * _dist, (_pos select 1) + (cos _dir) * _dist, 0]; }; _vehGroup = createGroup east; _veh = "O_Galkin_MG_F" createVehicle (_positions); _vehDriver = _vehGroup createUnit ["O_Soldier_F", _positions, [], 0, "FORM"]; _vehGunner = _vehGroup createUnit ["O_Soldier_F", _positions, [], 0, "FORM"]; _vehDriver assignAsDriver _veh; _vehDriver moveInDriver _veh; _vehGunner assignAsGunner _veh; _vehGunner moveInGunner _veh; _veh = nil; _vehDriver = nil; _vehGunner = nil; _vehCounter = _vehCounter + 1; }; }; _counter = _counter + 1; }; If anyone has any advice, links, tutorials please help me. It's really bugging me I can't get this working correctly on a dedicated server.
  11. I've been working on a dynamic mission and I've run into a few server-sided issues. I've got a good grasp on scripting, but when it comes to what needs to be publicvariable'd, local variabled, server-sided I'm so frustratingly lost. I've managed to get a dynamic mission script going and it works perfectly fine in singleplayer, but once I threw it up on my client server, nothing worked for anyone except me. At the top of the tasks.sqf script there's a !isServer check which I'm sure is the root of my problems but its from another script I found on the forums and I know random numbers should be generated server side. What I'm needing is someone to tell me what I need to do to fix this so it works for everyone, even JIP. If you can, tell me if I'm using too many variables, or which variables should be public. Like I said, I'm comfortable with scripting except multiplayer scripting. Here's my mission folder if anyone wants to take more of a peak at what I have going on: https://dl.dropbox.com/u/1125473/Arma/%5BSHACK%5DCO30-DYNALAMP.Stratis.7z It works fine SP and client side server but dedicated is a no go. It's harder to test since I have no dedicated I have regular access to since there The main snippets of code I'm having issues with: Init.sqf: sleep 1; waitUntil { !isNull player }; // Wait for player to initialize [] execVM "scripts\tasks\tasks.sqf"; tasks.sqf: createUnits.sqf: I guess my main issue is with variables, but I've tried to reach as much as I can but there doesn't seem to be much covered on the MP side of things. Thanks guys, you're the best.
  12. I've set up a MHQ with some addActions on it that I want to remove if the vehicle is moving or destroyed. The problem is I'm not quite sure how to setup my WHILE loop: This is in the mhq's init: this = execVM "mhq_action.sqf"; mhq_action.sqf _mhqAdd1 = 0; _mhqAdd2 = 0; _mhqAdd3 = 0; while {true} do { if (alive mhq && ((speed mhq)) == 0) then { _mhqAdd1 = mhq addAction ["<t color='#74E868'>Drop Ammo Box</t>", "scripts\mhq\mhq_drop_ammo.sqf", "", 0, false]; _mhqAdd2 = mhq addAction ["<t color='#74E868'>Packup Box</t>","scripts\mhq\mhq_delete_box.sqf", "", 0, false]; _mhqAdd3 = mhq addAction ["<t color='#74E868'>Teleport to Base</t>","scripts\mhq\mhq_tobase.sqf", "", 0, false]; } else { mhq removeAction _mhqAdd1; mhq removeAction _mhqAdd2; mhq removeAction _mhqAdd3; }; }; I'm sure you see the problem here, the script keeps adding the addActions over and over, duplicating them. So I thought well I'll have the script remove them then add them: mhq_action.sqf _mhqAdd1 = 0; _mhqAdd2 = 0; _mhqAdd3 = 0; while {true} do { if (alive mhq && ((speed mhq)) == 0) then { mhq removeAction _mhqAdd1; mhq removeAction _mhqAdd2; mhq removeAction _mhqAdd3; _mhqAdd1 = mhq addAction ["<t color='#74E868'>Drop Ammo Box</t>", "scripts\mhq\mhq_drop_ammo.sqf", "", 0, false]; _mhqAdd2 = mhq addAction ["<t color='#74E868'>Packup Box</t>","scripts\mhq\mhq_delete_box.sqf", "", 0, false]; _mhqAdd3 = mhq addAction ["<t color='#74E868'>Teleport to Base</t>","scripts\mhq\mhq_tobase.sqf", "", 0, false]; } else { mhq removeAction _mhqAdd1; mhq removeAction _mhqAdd2; mhq removeAction _mhqAdd3; }; sleep 3; }; Which technically works, but the addactions themselves flicker when the script loops. If I set "sleep 15" the flicker is not as noticeable (until 15 seconds, of course) but then if the vehicle is moving or destroyed, the actions are still available for 15 or less seconds before removed. So then I tried a waitUntil condition instead of sleep: mhq_action.sqf _mhqAdd1 = 0; _mhqAdd2 = 0; _mhqAdd3 = 0; while {true} do { if (alive mhq && ((speed mhq)) == 0) then { mhq removeAction _mhqAdd1; mhq removeAction _mhqAdd2; mhq removeAction _mhqAdd3; _mhqAdd1 = mhq addAction ["<t color='#74E868'>Drop Ammo Box</t>", "scripts\mhq\mhq_drop_ammo.sqf", "", 0, false]; _mhqAdd2 = mhq addAction ["<t color='#74E868'>Packup Box</t>","scripts\mhq\mhq_delete_box.sqf", "", 0, false]; _mhqAdd3 = mhq addAction ["<t color='#74E868'>Teleport to Base</t>","scripts\mhq\mhq_tobase.sqf", "", 0, false]; } else { mhq removeAction _mhqAdd1; mhq removeAction _mhqAdd2; mhq removeAction _mhqAdd3; }; waitUntil {!alive mhq || ((speed mhq)) != 0}; }; But this breaks after the vehicle has stopped moving at least once, and the actions never are added again. I'm racking my brain here, I hope someone can help! EDIT: Seemed to get it to work like this: _mhqAdd1 = 0; _mhqAdd2 = mhq addAction ["<t color='#74E868'>Packup Box</t>","scripts\mhq\mhq_delete_box.sqf", "", 0, false];; _mhqAdd3 = 0; while {true} do { if (alive mhq && ((speed mhq)) == 0) then { _mhqAdd1 = mhq addAction ["<t color='#74E868'>Drop Ammo Box</t>", "scripts\mhq\mhq_drop_ammo.sqf", "", 0, false]; _mhqAdd3 = mhq addAction ["<t color='#74E868'>Teleport to Base</t>","scripts\mhq\mhq_tobase.sqf", "", 0, false]; waitUntil {!alive mhq || ((speed mhq)) != 0}; } else { mhq removeAction _mhqAdd1; mhq removeAction _mhqAdd3; waitUntil {alive mhq && ((speed mhq)) == 0}; }; }; The waitUntil in each of the if statements tells the script to hold up until one of the conditions change. I also moved the Packup box script to always be available so you can pick up the box no matter if you're moving or not.
  13. zuff

    =BTC= Revive

    EDIT: NVM it started working. Must not have saved my mission properly. Thanks anyways! Giallustio I'm trying to clean up my mission folder and put all scripts into a scripts folder I put "=BTC=_revive" into "scripts\=BTC=_revive" I changed my init.sqf to this: call compile preprocessFile "scripts\=BTC=_revive\=BTC=_revive_init.sqf"; and my description.ext to: #include "scripts\=BTC=_revive\=BTC=_respawn.h" I then went into each of your sqfs and .h files and changed the directories anytime "=BTC=_revive" was called, for example in =BTC=_functions.sqf: _id = player addAction [("<t color=""#ED2744"">") + ("Release") + "</t>","scripts\=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_release], 9, true, true, "", "true"]; And in =BTC=_revive_init.sqf: call compile preprocessFile "scripts\=BTC=_revive\=BTC=_functions.sqf"; But I cannot get the script to run, am I missing something here? Great script btw, I love it.
  14. zuff

    DEV patch (Seagull Attack) reverted

    Heads up to mission editors: If you have anything with the Ifrit[RED] in before this patch, the class name has been changed from "O_Galkin_F" to "O_Ifrit_F". Go into your mission.sqm and change accordingly.
  15. Using the F3 framework, I am in the f_briefing_nato.sqf and I've created a task: _task2 = player createSimpleTask ["OBJ_2"]; _task2 setSimpleTaskDescription ["Destroy AA Camps along your way to protect the helicopter during extraction.", "Destroy AA Camps 1", "AA CAMP 1"]; _task2 setSimpleTaskDestination (getMarkerPos "aa1"); _task2 setTaskState "Created"; Now I want that task to be set to Succeeded after a certain man dies. I've made an OPFOR named "aa1_man" and put this below the tasks' script: _trg2 = createTrigger ["EmptyDetector", getPos player]; _trg2 setTriggerArea[0,0,0,false]; _trg2 setTriggerActivation ["NONE", "NONE", false]; _trg2 setTriggerStatements ["!alive aa1_man","_task2 setTaskState 'Succeeded'",""]; The trigger does work, as I've got it to produce a hint, but with "_task2 setTaskState 'Succeeded'" I get no results. I've even tried "OBJ_2 setTaskState 'Succeeded'" and I've tried "'OBJ_2' setTaskState 'Succeeded'" but still no luck. Any tips? With this code: _trg2 = createTrigger ["EmptyDetector", getPos player]; _trg2 setTriggerArea[0,0,0,false]; _trg2 setTriggerActivation ["NONE", "NONE", false]; _trg2 setTriggerStatements ["!alive aa1_man","hint 'yes this works'",""]; it does work, here's a screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=131918498 I'm sure it has something to do with locality and local variables, but I figured if they are all being call in the same sqf it should work. I'm lost!
  16. I've got a simple MHQ script running with a vehicle named "mhq". I have the "respawn_west" marker move to the position of "mhq" like this in my init.txt: if (isServer) then { [] spawn { while {TRUE} do { if (!isNil "mhq") then { "respawn_west" setMarkerPos position vehicle mhq; }; sleep 3; }; }; }; This works fine. If the mhq is non-existent the marker script doesn't run (i think?). The problem comes when I want the "respawn_west" marker to move to the base marker called "base_foxtrot" if the mhq is not available, so I tried this if else statement: if (isServer) then { [] spawn { while {TRUE} do { if (!isNil "mhq") then { "respawn_west" setMarkerPos position vehicle mhq; }; else { "respawn_west" setMarkerPos getMarkerPos "base_foxtrot"; }; sleep 3; }; }; }; But upon destroying said "mhq", the marker does not update to the "base_foxtrot" marker. Any clue what I'm doing wrong here? Thanks in advance! FIXED VERSION init.sqf if (isServer) then { [] spawn { while {TRUE} do { if (alive mhq) then { "respawn_west" setMarkerPos position vehicle mhq; } else { "respawn_west" setMarkerPos getMarkerPos "base_foxtrot"; }; if !(alive mhq) then { hint "MHQ Destroyed! Spawning at Foxtrot until new MHQ is delivered."; }; sleep 3; }; }; }; NEW PROBLEM Trying to teleport to "mhq" from ammo crate back at base using this: ammo.sqf _box addAction ["Teleport to MHQ", "teleport_mhq.sqf"]; teleport_mhq.sqf if (alive mhq) then { player setPos mhq; }; else { hint "MHQ is Destroyed, please wait for new MHQ to be delivered."; }; Puts me almost INSIDE the vehicle, any way I can be placed around it so I'm not clipping in it?
  17. I figured out a big problem, this is the code that works: init.sqf if (isServer) then { [] spawn { while {TRUE} do { if (alive mhq) then { "respawn_west" setMarkerPos position vehicle mhq; } else { "respawn_west" setMarkerPos getMarkerPos "base_foxtrot"; }; if !(alive mhq) then { hint "MHQ Destroyed! Spawning at Foxtrot until new MHQ is delivered."; }; sleep 3; }; }; }; The "alive" condition fixes most of my problems. If vehicle is blown up the respawn point is set to base until vehicle is respawned. My new problem is I'm trying to teleport to the vehicle. I have this addaction setup on the ammo crate back at base: ammo.sqf _box addAction ["Teleport to MHQ", "teleport_mhq.sqf"]; teleport_mhq.sqf if (alive mhq) then { player setPos mhq; } else { hint "MHQ is Destroyed, please wait for new MHQ to be delivered."; }; The problem is you teleport INTO the vehicle, how can I setup a radius around the vehicle in which the player is teleported?
  18. zuff

    Riouken's Gear Menu - Alpha

    Getting these errors when I open the menu: Menu still works, they just pop-up when opened the first time.
  19. zuff

    J.S.R.S. 1.5

    LJ, here's some high quality youtubes of the CZ 805 BREN A1 if you do plan on making sounds for them (i hope you do :D) Bren A1 and A2 Scorpian Evo 3 A1
  20. zuff

    ACR War Criminal

    Awesome that worked for me. I figured he'd be on the road but I found him in a red car out in a field. Thanks again for that.
  21. zuff

    J.S.R.S. 1.5

    Haven't had any problems with it. Try the lite version if you want to check out the guns. the Bren has a descent vanilla sound but misses the "punch" your mod provides.
  22. zuff

    ACR War Criminal

    I can't find him at all. It shows the marker at the top of the map and I've driven everywhere and still have no clue where he's at. :(
  23. zuff

    Working LHD Elevator

    Hey Charles just wondering if you're still supporting this script. It seems like a really great start adding more functionality to LHD's
  24. Yeah, we've been putting together a port to Lingor with a bunch of changes and fixes, most of them personal choices. We've added some mods, bink_usmc units, F2F ALSS script, and other various scripts. Feel free to check the fork here: https://github.com/zuffdaddy/war-in-takistan
  25. What exactly did you change to make it work on dedicated servers in this version?
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